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    Best posts made by krmbm

    • RE: What is out there? Hard and soft codebases of choice.

      @Griatch said in What is out there? Hard and soft codebases of choice.:

      @krmbm said in What is out there? Hard and soft codebases of choice.:

      @Griatch said in What is out there? Hard and soft codebases of choice.:

      This is a very important point. For all the "bridging power" of mushcode, how many can actually use it to the level of, you know, creating a new game from scratch? I am not familiar enough with the MUSH community to know this number, but I suspect that it's not a large number.

      You'd be surprised.

      I know several people just within my one tiny subset of MUs that could get a game up-and-running themselves quickly. Partially, this is because installing MU (as has been noted) is generally super easy, especially if you go to a MU* host, where they give you a working environment and all you have to do is upload, extract, and start your MUSH.

      That is great and a good boon. It's not what I asked though (or intended to ask). Just starting a server is one thing. The question was how many can then build a full game in mushcode off what the server offers with that download. Maybe the better question would be how many @Thenomain 's and @Volund 's are around these days? It''s not a retorical question - it would be interesting to know.

      I'm not sure where I didn't answer that? Maybe I just wasn't specific?

      I know several people (myself included) that could install and code a game that they could open to the public, without borrowing someone else's soft-code. You don't have to be a psycho-coder to make a functional MUSH.

      Which is pretty much what I think everyone in this thread has been saying: Evennia seems cool! But it seems like it might be a little steep on the learning curve for the average MUSHer.

      posted in MU Questions & Requests
      krmbm
      krmbm
    • RE: Wheel of Time MU*

      @girlcalledblu said in Wheel of Time MU*:

      he has quite a knowledge set on how to adapt FS3 for all manner of themes much to Fara's BIG SIGHS. 🙂 He's made it work for magic on three different themes so far (futuristic fantasy, Dieselpunk fantasy, and urban fantasy).

      I would kinda go the other route and recommend either scrapping FS3 and creating your own system, or maybe asking @Tat for SL's system.

      FS3 can be adapted for magic. But it's really not meant for people throwing fireballs and pulling down mountainsides.

      Old MUSH WoT games tended to have limited stats coded - you would get powers on a scale of 1-10, for example, but there were no integrated combat systems and what-not - and relied heavily on storytelling for magic users.

      Ares would be awesome for Wheel of Time. FS3 is probably going to be an uncomfortable fit.

      $0.02

      posted in Game Development
      krmbm
      krmbm
    • RE: Picking the community's brain...

      Other than the Ares thing... There's a place opening next week that would probably tic most of your boxes.

      I do feel your resistance to Ares. As someone that can MUSH-code my way through pretty much anything, it's frustrating to feel hamstrung. But - ultimately - I got over it, because Ares is goddamn spectacular for players, and @faraday is really awesome about adding quality-of-life improvements and answering questions. The only time I really use my client any more is to chat and pose - and both of those can be done through the portal; I just tend to use it more for "non-real-time" things.

      Anyway. I wish you luck with your search~!

      posted in Mildly Constructive
      krmbm
      krmbm
    • RE: Wheel of Time MU*

      @arkandel said in Wheel of Time MU*:

      A system should be able to work even just based on record-keeping just for major milestones. "Is this person strong enough in Water to learn this healing weave", "is this person skilled enough with sword forms to be on the path to Blademastery", etc.

      I think a more generic accounting system than FS3 works for this.

      Whether the stats are tracking my potential (Water-3, Spirit-5, Air-2 // Swordmastery-6), or tracking what I've been taught (Badass Water Weave #55 // Dance of the Crazy Waterbird) doesn't matter.

      I need someplace to remind me what my character's limitations are, then I can go RP it accordingly. A simple dice system is fine, but even that is unnecessary if I can just see that Bob is stronger than me so I better just light him on fire.

      Put me in the "less is more" camp when it comes to coding out systems in this world. Even the author couldn't seem to keep his power-levels coherent.

      posted in Game Development
      krmbm
      krmbm
    • Gray Harbor Discussion

      So no one has to lose their minds about discussion in the ads section... <.<

      Here's the ad: https://musoapbox.net/topic/2725/gray-harbor-original-theme-horror-mystery

      @Pandora said in Gray Harbor: Original Theme (Horror/Mystery):

      @krmbm So, what are players meant to do? Is this a tavern-sitting, small-talk game, or is there something feasible to do even if you don't already know people?

      I mean... roleplay? I hope there's something feasible to do even if you don't already know people. We have ideas for one-off events/PrPs that people are welcome to attend (one on Sunday, for example), and there will be open plots that all tie back into the basic meta-plot.

      Sorry if this doesn't quite answer your question. I'm not 100% sure I follow what you're asking.

      @RDC said in Gray Harbor: Original Theme (Horror/Mystery):

      Hey, so this looks interesting! I have one note: the line "We have no limits on characters/concepts (except the ones that are banned)" immediately made me laugh. You may want to say "few" limits.

      Hah. I've read that a billion times by now and never noticed it. Thank you, will update. 😄

      posted in Mildly Constructive
      krmbm
      krmbm
    • RE: MU Things I Love

      @Lotherio Nope nope. I don't think our paths ever crossed till we were playing on Calaveras, and @thesuntsar told me that @bear_necessities didn't seem like a crazy person, so we started playing together.

      And now everyone thinks we are the same person. 😄

      Very glad you're having fun. Even as I sit here going "BUT WAIT THEN WHO ARE YOU?!"

      posted in Mildly Constructive
      krmbm
      krmbm
    • RE: MU Things I Love

      Oh! Mystery solved. 😄

      posted in Mildly Constructive
      krmbm
      krmbm
    • RE: If you work hard, son, maybe someday you'll RP

      @egg said in If you work hard, son, maybe someday you'll RP:

      ...the very fact that I would have to dangle something enticing on an RP Requests channel to even get RP is some of my problem with the state of the games...

      I don't think people wanting "something enticing" in their RP is a problem. Personally.

      posted in Mildly Constructive
      krmbm
      krmbm
    • RE: Difference between an NPC and a Staff PC?

      @faraday said in Difference between an NPC and a Staff PC?:

      I think the main concern isn't really the nomenclature, but the troubling behaviors that result. Like when a staffer is clearly playing a character like a PC, but is doing so in some shady manner under the guise of "but it's just a staff NPC". Whatever you call it, shady is shady.

      Bingo.

      If I decide that my character has a tommy-gun after telling the entire game that PCs can't have tommy-guns, I just broke my own rules.

      If I decide to play the NPC that has a tommy-gun after telling the entire game that PCs can't have tommy-guns because I'm furthering a story about how and why tommy-guns are super dangerous, I'm still within my own rules.

      If I'm now playing that tommy-gun wielder in random scenes just 'cause I think it's fun and he's my new favorite character and his tommy-gun gets me all the TS, I'm a cheater hiding behind the "he's just an NPC" lie so I can get my rocks off.

      posted in Mildly Constructive
      krmbm
      krmbm
    • RE: Difference between an NPC and a Staff PC?

      So let's divorce the issue from sex, so we don't have to worry about pearl-clutching.

      Should staff NPCs be wandering around, roleplaying random mini-golf games that don't do anything for the story? Setting? Pretty much anything but their own desire to have a mini-golf scene?

      IMO, no. If you want to RP mini-golf on a game that's not about mini-golf, do it with a PC, not a staff-run NPC. Otherwise, you're implying that mini-golf is important on some level that it's really not.

      posted in Mildly Constructive
      krmbm
      krmbm
    • RE: Difference between an NPC and a Staff PC?

      @Sparks said in Difference between an NPC and a Staff PC?:

      Either way, this is a situation where the PC seeking romance/sex with the NPC serves the story; the PC can gain something which advances their storyline. If they were trying to get that information for a plot involving multiple people, it advances storyline for multiple PC's!

      And now we're back around to the optics: You, as a staffer, just made it appear that a relationship with a staff-run NPC is the way to get story.

      If that is the tone you are going for on the game, then great! If it's not... well, you might want to reconsider sex/relationships mini-golf with staff NPCs as the gateway to plot. Like it or not (and this thread kind of illustrates it), your average player sees that, sighs, and bitches to their friends that another staff-favorite just got plot by hitting a hole in one.

      posted in Mildly Constructive
      krmbm
      krmbm
    • RE: Difference between an NPC and a Staff PC?

      @Auspice said in Difference between an NPC and a Staff PC?:

      @krmbm

      but why can't we RP toothbrushing together all the time?!

      KarmaBum reaches for the toothpaste, but Auspice is already using it. A fight breaks out. The world burns. A handful of gritty survivors survey the wreckage amid the ashes, scarred and battered by centuries of war. A child among them mumbles, "This is why we can't have nice things."

      posted in Mildly Constructive
      krmbm
      krmbm
    • RE: Gray Harbor Discussion

      @Cupcake @Tomorrow It should be reachable again.

      @faraday saves the day!

      posted in Mildly Constructive
      krmbm
      krmbm
    • RE: Gray Harbor Discussion

      @TNP said in Gray Harbor Discussion:

      Case in point: this gay Jewish cross-dressing assassin.

      Also, GH isn't set during WW2. Just to keep anyone from having to dig through to figure that out. 🙂

      posted in Mildly Constructive
      krmbm
      krmbm
    • RE: OOC Knowledge Levels Question

      @Sparks said in OOC Knowledge Levels Question:

      I may be misremembering, then; I just thought if you were in a room RPing and didn't have a log going the game would periodically break in with a reminder to the room to start a log. Which did feel like encouragement to log scenes. And since I think a log gets deleted if not shared after a certain point, I read that sort of like "share it or lose it", or encouragement to share the scenes.

      Ares only reminds you once - the first time you pose/OOC in a room with no log running. And the log deletion is an option; game admin can choose to store unshared logs forever, or delete them after some number of days. You get a little reminder to download them if they're going to time-out, so it's less "share it or lose it" and more "share it or save it offline." Ares also awards your luck points based on closing your scene, not sharing it.

      So this is more a culture thing than a system thing: We, as a community, seem to be all about the log-sharing. Ares just makes it a lot simpler than it used to be.

      posted in Mildly Constructive
      krmbm
      krmbm
    • RE: OOC Knowledge Levels Question

      @Thenomain said in OOC Knowledge Levels Question:

      So you're telling me that Ares says that functionality is being withheld unless you engage with a system? Because this does not sound like a neutral informative.

      Yes. A tiny man also jumps out and baps you on the nose if you don't use it. I'm assuming that will stop when Ares is out of beta, but you get used to it.

      posted in Mildly Constructive
      krmbm
      krmbm
    • RE: Interest in a Discworld game?

      @JinShei said in Interest in a Discworld game?:

      Currently, I'm thinking that since I tend to run very consent-based games, we can use a stat for the magic ability and let the players roll that if they contest, in a similar way to Gray Harbor and their glimmer.

      Just a suggestion: Don't do it the way we did it on GH. It's super-hacky. If I knew then what I know now, I'd have respected @faraday's many splashed warnings that FS3 isn't meant for spell-casters and gone a different route, either laying a full plugin on top of it to deal with powers or just picking a different system.

      I think FS3 is fucking awesome, which is why I used it even though I shouldn't have. Most of my "learn to code ruby" time is now spent making workarounds for the hackiness that I could have avoided by going a different route from the outset.

      Hindsight.

      posted in Mildly Constructive
      krmbm
      krmbm
    • RE: Interest in a Discworld game?

      @JinShei I sent 'em mail on GH to point to this here post. 🙂

      posted in Mildly Constructive
      krmbm
      krmbm
    • RE: Asynchronous Plots in Ares

      @Auspice said in Asynchronous Plots in Ares:

      • Absolutely encourage players to give you permission to roll for them. Ares makes it easy to roll for someone*, so getting this permission will help expedite things.

      Do you need permission? All our STs roll for people all the time. Like, I get it from a tabletop perspective because you physically touch the dice and people have their own special dice they BELIEVE IN, but when dice-rolling is just typing in a command, do people actually get upset when someone else rolls for them? <.<

      roll Bob/Alertness is a lot more efficient than p bob=Please roll alertness. and then waiting for him to do it.

      That aside, the one suggestion I might make is to give people a "next round will start on or around date/time" heads up. Like, "I'll be planning to do the next GM emit on Tuesday at 4pm, so try to get your replies in by then!" This has been a best practice I use more and more, since some people can type a pose in 5 minutes and some want 45. It just makes it so no one is surprised.

      posted in Mildly Constructive
      krmbm
      krmbm
    • RE: What do you enjoy about STing?

      @silverfox said in What do you enjoy about STing?:

      I enjoy playing throw-away NPCs.

      OMG, me too! 😄

      One of my favorite parts of STing is making up NPCs. Though, admittedly, mine tend to be more like "recurring extras" than "one and done."

      posted in Mildly Constructive
      krmbm
      krmbm
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